Death Coil

Level 209,000 gpConsumableBulk RareRemaster

This modified Stasian coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or if at least one creature stays within 20 feet of it for more than 1 round. It then lashes out with a torrent of electrical energy dealing 7d12 electricity damage to all creatures within 20 feet of it. Due to the fact that it doesn't trigger immediately when a creature enters its square, abilities like Surprise Snare don't work with a death coil. Creatures within that area must attempt a DC 43 fortitude saving throw.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Stunned 2.

Critical Failure The creature takes double damage is Stunned 4.

Traits

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

Mechanical

A hazard with this trait is a constructed physical object.

Snare

Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.

Trap

A hazard or item with this trait is constructed to hinder interlopers.